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Balance and Gameplay Update - post your feedback here!

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  • llantissllantiss Member Posts: 0 Arc User
    edited June 2013
    Do NW team even pvp, I don't understand these balance changes, GWF/ROGUEs were already so strong, instead of nerfing them they were buffed.

    Any of your team can msg me and I will explain why.
  • etherealjetherealj Member Posts: 1,091 Bounty Hunter
    edited June 2013
    No tenebrous changes? No changes to KC bonus stacking? No changes to plaguefire stacking?

    Halfassed patch.
    Use the <removed exploit lead-in> to interact with the auction vendor.
  • shadowpwn691shadowpwn691 Member Posts: 0 Arc User
    edited June 2013
    No change to tenebrous and plagefire and KC bonus stacking srsly? And buffing GWF in pvp wut wut?? Also reducing shocking execs base damage by 60% is a bit too much 30% would have been good. Otherwise kudos for the hard work!
  • etherealjetherealj Member Posts: 1,091 Bounty Hunter
    edited June 2013
    No change to tenebrous and plagefire and KC bonus stacking srsly? And buffing GWF in pvp wut wut?? Also reducing shocking execs base damage by 60% is a bit too much 30% would have been good. Otherwise kudos for the hard work!

    Shocking execution should just do 20% of target's base HP and only work when target is at or below 20% hp.
    Use the <removed exploit lead-in> to interact with the auction vendor.
  • khaelithdarksoulkhaelithdarksoul Member Posts: 9 Arc User
    edited June 2013
    Talking as a GWF, I'm not really convinced about 1 of the changes:

    Unstoppable: This power now grants temporary health based on how much Determination the player had when activating it.

    So, no more dmg reduction while active?

    Edit: I got the thing with movement buffs wrong. My bad. Sorry!
  • lltsnwnlltsnwn Member, Neverwinter Beta Users Posts: 787 Bounty Hunter
    edited June 2013
    Auction House

    Clicking on a grayed out item category no longer triggers the search cooldown.
    Item counts are now displayed in the "My Bids" tab.
    New sorting methods have been added for "Bid price per unit" and "Buyout price per unit."
    Sorting as a whole now works more intuitively.
    The Browse tab now shows the player's own auctions in a Disabled (grayed out) state.
    The item selection dropdown menu is now wider to better support long item names.
    The item selection dropdown now closes when closing the Auction House window.
    The item selection dropdown now properly handles Enchantment slots on the icon.
    The item selection dropdown now shows quality colors.
    The minimum required bid is now properly displayed on the High Bid tooltip in the "Browse" and "My Bids" screens.
    If an auction has expired, its entry in the "Expires In" tab is now properly "Expired."
    If an auction has expired, the Bid, Buyout, and Cancel Auction buttons are now properly grayed out.

    I am a bit disappointed to not see a filter that would display ONLY items that have a buyout value assigned. It is extremely annoying to have to sort by Buyout then go 5+ pages down just to find a items that have a buyout set...

    Also have they fixed the level filtering on items? I set the auction house to filter items usable for characters 50 through 60 and get item results for level 18, 24, etc.
    12.jpgRanger.jpg
  • lltsnwnlltsnwn Member, Neverwinter Beta Users Posts: 787 Bounty Hunter
    edited June 2013
    Mail

    The "Message Sent!" line no longer appears when mail fails to send.
    In-game mail ignore and reporting functionality has been improved.
    The Send button is no longer clickable if the To: field is blank.

    I was REALLY hoping to see a Get ALL Mail button that would automatically get attached items from the mail and delete the mail... It's really annoying to have to click on each and every mail when you are using the auction house regularly. This is where World of Warcraft addons were extremely useful...
    12.jpgRanger.jpg
  • vaelosvaelos Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited June 2013
    Astral shield was double nerfed for no good reason. Remove the stacking, great. Not sure why you decided to go overboard after that.

    Cleanse nerf way out of left field? 20s cooldown why?

    Not enough actual values on changes in that list. Will GWF Sure Strike actually be decent now? I can't tell. Not even a ballpark %.
  • lltsnwnlltsnwn Member, Neverwinter Beta Users Posts: 787 Bounty Hunter
    edited June 2013
    Gateway

    An error message now properly shows if the player attempts to rush a Profession task without enough Astral Diamonds to cover it.
    Character previews now properly load all textures before being generated.
    The best asset for a given Profession task is now automatically slotted into the Required Asset slot. It can still be switched out manually.
    When leveling to 30 or 60 via Professions in Gateway, the level 30 or 60 task slot now properly unlocks.
    Account Guard for IE 10 now remembers the browser between sessions.
    The Auction House for Gateway now properly limits the number of auctions a player may run at a time.
    Players can now put crafting resources up for sale in the auction house.
    The auction house now shows the real "current bid" rather than the "minimum allowed bid."
    If a player is winning an auction, "You're Winning" now appears on the Auction House browse page.
    Professions: Filter and Sort preferences are now saved between sessions.
    When a player clicks the "Start Task" button, the player is now taken to the most recently viewed task list.
    The profession task list no longer becomes "cut off" at the bottom with no way to page through them.
    The mobile layout has been updated to reduce some scrolling, improve usability for the Auction House, add a missing back buttons in some confirmation dialogs, and increase the size of some input fields.
    Tooltips for set items now display properly.
    Login error messages now display in a less intrusive location.
    News and emergency alerts now show up more quickly once they're changed.
    The Character Sheet now calculates Health correctly.

    Do we have to wait on the Neverwinter game patch for the updates to the Gateway? Seems like those two systems could be patched independently from each other. It's a shame that you STILL can't purchase basic NPC tradeskill items like thread, coal, etc from the Gateway... Really annoying because the Gateway is a really GREAT tool!
    12.jpgRanger.jpg
  • lltsnwnlltsnwn Member, Neverwinter Beta Users Posts: 787 Bounty Hunter
    edited June 2013
    PvP

    Players no longer get points for Assists if they do not deal damage to the target player.
    We are aware that this puts healers at a point disadvantage; we are looking into solutions for a future update.

    This really is annoying considering healing isn't the most glamorous PvP job and it now looks like healers are going to get even LESS recognition through the PvP reward system... Big negative all around... /sigh
    12.jpgRanger.jpg
  • kakarot608kakarot608 Member, Neverwinter Beta Users Posts: 1 Arc User
    edited June 2013
    Why CW's skills are not changed ? the change is too little ,

    increased cooldown of all active skills
    Reduced range by 50% ( right now they can beat **** of you from a half of map )
    Reduced teleport abilty so they cannot run ( teleport 5 times ) away from mele class


    Bonus Pic :

    MK2zHsr.jpg
  • elahndraelahndra Member Posts: 0 Arc User
    edited June 2013
    vaelos wrote: »
    Astral shield was double nerfed for no good reason. Remove the stacking, great. Not sure why you decided to go overboard after that.

    Cleanse nerf way out of left field? 20s cooldown why?

    Not enough actual values on changes in that list. Will GWF Sure Strike actually be decent now? I can't tell. Not even a ballpark %.

    yea the cleanse nerf seems pretty ridiculous; especially since I can't choose who to cleanse...no longer disappointed I am tiefling...bleh not that I don't want to be human :P
  • lltsnwnlltsnwn Member, Neverwinter Beta Users Posts: 787 Bounty Hunter
    edited June 2013
    Companions

    Companions now deal much greater damage to enemies with significantly higher level than their Rank, but a close level to their owner.
    Companion training time is no longer consistently offset, which tended to result in negative "time until training completes" values.
    Respawning in PvP no longer reminds players that their Companions cannot be summoned.
    Runestones: Eldritch Runestones now properly stack if you have multiple of the same rank slotted into your Companion's Defense Slots.
    Wayward Wizard: Now has new VO upon summoning him.

    When you got to the Companion vendor it has tomes that will allow you to upgrade your existing companion to a higher quality value, however the item says "coming soon"... Are you still planning on providing us a way to upgrade existing companions to higher quality value (higher rank) or are you planning on releasing new pets instead?

    I would love to know if Cryptic is planning on allowing up to upgrade our Companion's quality with more than "coming soon"... Are you going to unlock the tomes or not...

    /sigh
    12.jpgRanger.jpg
  • elahndraelahndra Member Posts: 0 Arc User
    edited June 2013
    Does anyone know how the companion change went? Damage etc? I've been wondering if I'll be gridlocked into two comps or if other things will actually be more viable now.
  • etherealjetherealj Member Posts: 1,091 Bounty Hunter
    edited June 2013
    lltsnwn wrote: »
    When you got to the Companion vendor it has tomes that will allow you to upgrade your existing companion to a higher quality value, however the item says "coming soon"... Are you still planning on providing us a way to upgrade existing companions to higher quality value (higher rank) or are you planning on releasing new pets instead?

    I would love to know if Cryptic is planning on allowing up to upgrade our Companion's quality with more than "coming soon"... Are you going to unlock the tomes or not...

    /sigh

    I want them to take their time on this because I'm pretty sure upgrading rare to very rare is going to be an awful investment.

    No new item slots means it'll probably be 1 mil AD for 30-60 stat points from augment companions :/
    Use the <removed exploit lead-in> to interact with the auction vendor.
  • lltsnwnlltsnwn Member, Neverwinter Beta Users Posts: 787 Bounty Hunter
    edited June 2013
    General

    Skill nodes near the beginnings of many instances have been removed.

    Has additional skill nodes been added to the middle and end of instances to balance the removal of the nodes at the beginning of many instances?
    12.jpgRanger.jpg
  • stormysgstormysg Member Posts: 93
    edited June 2013
    kakarot608 wrote: »
    Why CW's skills are not changed ? the change is too little ,

    increased cooldown of all active skills
    Reduced range by 50% ( right now they can beat **** of you from a half of map )
    Reduced teleport abilty so they cannot run ( teleport 5 times ) away from mele class


    Bonus Pic :

    MK2zHsr.jpg

    I usually don't flame anyone, but you sir are just plain stupid.

    You want to reduce the range of a ranged class? Why not just make them melee and give them daggers as well. And increase of cooldowns? What for? I'm pretty sure the cooldowns are pretty decent as they are now.

    And have you ever even played a CW? You can't teleport away 5 times, and if you do, you're most probably hacking. They're given 1 extra teleport than other classes BECAUSE THEY ARE RANGED DAMAGE DEALERS. What's the point of being ranged if any class can just catch upto you every time you teleport?

    Go play a CW and you'll see. But no, all you do is whine because you probably couldn't kill a CW in PVP.


    Anyway on topic.

    I really think the debuff cleric's get so that they do less heals to themselves must be reduced/removed. Sucks that we have to use potions more than anyone else because we can't heal ourselves fast enough.
  • rustedheartzrustedheartz Member Posts: 0 Arc User
    edited June 2013
    sominator wrote: »
    Hey everybody!

    By now you've probably seen our Balance and Gameplay Update that will be going up on the NeverwinterPreview shard when it becomes available, and soon, to the Open Beta servers. Please use this thread to let us know what you think about the changes!

    Thanks! :)

    The Update notes says "free respec tokens". So how many we are getting? 2, 3, 4 ... ?
  • lltsnwnlltsnwn Member, Neverwinter Beta Users Posts: 787 Bounty Hunter
    edited June 2013
    Protector's Enclave
    Important quest NPCs are now more visible and accessible.

    Would it kill Lord Neverember to hire some more mail delivery personal? That one single poor mail man is being overwhelmed. I fear he may go postal at any time…
    12.jpgRanger.jpg
  • omgnicktakenomgnicktaken Member Posts: 2 Arc User
    edited June 2013
    Disabling need button on unusable item for your class is nice (i'm still mad at that 1 rogue that stole my mace of nine hells on low level when i needed it =D) but i would add one more limitation: after boss kill kicking members is disabled for 3 minutes. Since i hear some people like to kick party members when its time to roll for the drop..
  • deberserkerdeberserker Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 48
    edited June 2013
    Lots of nice changes, really looking forward to the patch. As a Devoted Cleric I actually like that the stackable effect is removed, but I'm not too happy about the nerf of the upkeep duration of Astral Shield. I think 100% upkeep is needed, but it will be interesting indeed.
    Love that the "Need" button is removed from classes that can't use the item!
  • lltsnwnlltsnwn Member, Neverwinter Beta Users Posts: 787 Bounty Hunter
    edited June 2013
    Enchantments

    Silvery Enchantments now properly stack their Glory Boost if multiple of the same rank are slotted in Utility slots.
    Radiant Enchantments now properly stack their Gold Boost if multiple of the same rank are slotted in Utility slots.
    Azure Enchantments now properly stack their XP Boost if multiple of the same rank are slotted in Utility slots.

    Is the enchant bonus stack multiplicatively or stack additively?
    12.jpgRanger.jpg
  • doombangusdoombangus Member Posts: 0 Arc User
    edited June 2013
    The party leader, which is generated randomly, can randomly kick players without getting a vote from other party members. This can be exploited, especially with the new queue system and with PVP. It has been discussed between myself and my friends that we could easily enter PVP and if we were the party leader, kick all the other members and lose for quick Glory/XP/Daily Quest. It needs to be done through a vote and all team members should be able to initiate it.
  • gayangelgayangel Member Posts: 2
    edited June 2013
    I do not know if this was done because I can not get in yet but, has the Trading been fixed? When I look for something specific it gives me everything else but what I am looking for. Wish it would be fixed to only get what your looking for in detail. like if I want power and crit, then it will give me only power and crit and anything extra, but not power and regan but no crit because I was looking for power and crit not power and regan. And trying to find something the lvl you want in the trade post is so annoying because if gives you every lvl no matter how specific make it. i was 15-20 weapons and I get 1-60 -.-. Just hope they fixed that.
  • etherealjetherealj Member Posts: 1,091 Bounty Hunter
    edited June 2013
    doombangus wrote: »
    The party leader, which is generated randomly, can randomly kick players without getting a vote from other party members. This can be exploited, especially with the new queue system and with PVP. It has been discussed between myself and my friends that we could easily enter PVP and if we were the party leader, kick all the other members and lose for quick Glory/XP/Daily Quest. It needs to be done through a vote and all team members should be able to initiate it.

    Isn't the patch breaking afk pvp anyway?
    Use the <removed exploit lead-in> to interact with the auction vendor.
  • rangurenranguren Member Posts: 4
    edited June 2013
    all I can say is combing skill stat and power for both PvE and PvP is a no go, please just separate the Skill stat on PvP from PvE. the Encounter, Daily, At-will or even Feat effect differ stat, cooldown, power from one an another. perhaps, some can be usable in PvE but not in PvP. the reason I suggest this because before the name of Neverwinter, there is still the franchise Dungeons and Dragons from Wizard of the coast which means main purpose of the game should be role playing in a Dungeons fighting Dragons. some people like PvP feature of this game, I'm fine on that, but that's doesn't means it can destroying the main purpose of the game, which is PvE. nerf whatever you want, or even removing the healing ability of cleric, but do that on PvP only, without effecting the PvE.

    I'm literally shock, when I heard Shocking Execution which is the last most, which is should be the highest damage of Rogue reduced more than 50%. the paragon power is named Master Assassin, yet it lost the ultimate power to assassinate. In dungeons it was so helpful to reduce the HP of the bosses, yet, because it is "too overpowered" in PvP it get nerf, without considering what the effect on PvE. Cleric is not much different, Astral Shield, it is lvl 50 skill, after throwing out 50 power point just to get a area buff, which can be kicked outside the area by the adds or bosses, reduce to nothing. healing effect reduce to much weaker overtime healing, even Cleanse effect got a nerf, yes nerf down, 20 second delay per cast is not on the basic state of the feat, it is only say "removing a debuff", in addition to that uptime is cut more than a half. why? this is a high level encounter right? not some low level skill with high level output, you need to get to level 50 and after throwing out 50 point power if you want it, and this is all we got?. high level skill of course it is powerful nothing strange or buggy with that, its not like Shocking Execution is always successful and Astral Shield can follow you anywhere the caster go.

    from my point of view, developer force anyone who using Rogue class down to infiltrator style only, stealthy with no damage, DPS not damage dealer. also, cleric also get forced to do damage, do DPS, rather than watching if anyone get too much debuff or low on HP. this is very disappointing, in the queue patch saying "get player basis on Role" yet they reducing the role of a damage dealer and a healer support to a merely DPS, and all cause of "too overpowered" on PvP. that is why I suggesting separating skill stat and I believe this is the only way to balancing things, PvE-er get what PvE-er want and PvP-er get what they wants. what about gauntlygrym? it is up to the developer, acting it as PvE or PvP.
  • derangedfetishderangedfetish Member Posts: 25 Arc User
    edited June 2013
    It's very good news really.

    The bad part is that for instance the CW section does not adress more than half the current isues, mainly a lot of feat and skill bugs.
    I hope that with proper feedback and testing in this upcoming test server they might be able to fix more stuff before they release this.

    Oh, and balance tip: Ray of Enfebleement doesn't need a nerf, it only needs a fix. If you are going to apply the changes you said but leave the bug that makes it OP right now, I like that too ;)
  • gayangelgayangel Member Posts: 2
    edited June 2013
    Sorry for double posting, One thing I do not like is Nerfing, especially in a game where the bosses are to hard and that one player who has that high attack is the only reason you win. My opinion is that when fighting monsters/bosses you are not nerfed but while pvp you become nerfed, (if pvp is the problem). Only a suggestion of course.

    Almost forgot,You are fighting a boss and someone leaves but the rest stay, it is really annoying. It should be possible for someone to join at the end, but that person be given the option of joining an almost complete game. "Would you like to join a game already in progress?" Something along those lines.
  • derangedfetishderangedfetish Member Posts: 25 Arc User
    edited June 2013
    kakarot608 wrote: »
    Why CW's skills are not changed ? the change is too little ,

    increased cooldown of all active skills
    Reduced range by 50% ( right now they can beat **** of you from a half of map )
    Reduced teleport abilty so they cannot run ( teleport 5 times ) away from mele class


    Bonus Pic :

    MK2zHsr.jpg

    Your tears give me satisfaction.
  • srazysrazy Member, Neverwinter Beta Users Posts: 207 Bounty Hunter
    edited June 2013
    Its nice too see all those balances coming, i hope the queue system delivers, tbh i was expecting a group page like ddo, something that allow me to accept or decline somebody and that even autodeclined ignored people.
    About disabling the need button, i find that solution a terrible bandaid, most High end ninjas are not alone, they mainly include a CW TR DC in the same group and you are giving each of them the ability to ninja loot just because their class can use it. Instanced loot is the best solution, place a chest after the boss is killed and give people the chance to get random loot, even if its not of their class.
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